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  1. @inferno, feel strongly, yes. As Geist says, for example, SSE Fixes is a simple package with a Data/DLLPlugins folder containing a dll and ini file. Rather than try to decide, Bash should either install the whole mod as defined or install none of it. It is aggravating when Bash pretends to install something but doesn't. There is no excuse for that. Beyond that, I recently encountered a situation where Bash did not install the esp from Alchemist's Journal. That mod includes a skse dll which did get installed. It might be that there was something wrong with the archive. Although zip.exe does not detect a problem. Bash should be able to detect situations like that and refuse to install the mod. No question.
  2. @Geist, absolutely. Files should never be skipped when installing a mod. At least not without offering the user a choice in the matter. This has been my beef with mod managers since forever. I should never have to discover the hard way that necessary files have been skipped and install them manually. Otherwise, why use a mod manager? If there is something wrong with an archive that all files cannot be extracted, exit the installation and tell me what the problem was. There should be no other logic path in the software code for this situation.
  3. In that folder, I count 8 checkbox colors, each with many variations. I'm not sure how even somebody with normal color vision could remember it all. I recommend a different way to let users know the status of mods. I really only want to know 2 things 1) if some files have failed to be installed, I want to be told and I want to know which ones. 2) If a zip fails integrity check, I want WB to refuse to install it and tell me why.
  4. I'll see what I can do with the colors. What are the different versions for: imp, inc, off, on?
  5. 1) Found it. 2) It is very hard for color vision challenged people like me to detect pastel shades. Bright red, bright green, bright yellow would be good. Even better would be to use something besides color. Some people are worse off than me. In my display I see light gray (orange?), yellow green, dark gray, white. You said 4 colors, I see 5.
  6. 1) Found it. steamapps\common\Skyrim Special Edition Mods. But no Open Folder in the File menu in the individual file context menu. I do see Open (opens winzip), Rename, Duplicate, Hide, Delete. I don't see a File menu available outside of the context menu. 2) I long ago stopped using mod managers to install mods, so I don't have a recent example. I do know that it is possible to skip files, especially very large files or when a zip contains a long list of texture/mesh files. From my side of the issue, it is very hard to detect a missing file out of a few thousand. And when I get ctd's, I want to know that it is the fault of the mod and not the mod manager. So how about something like this: Bain gathers a list of file names that a zip contains, and then, after extraction, checks the hd to make sure that every one of them is in place? All required subdirectories are created? And maybe a zip integrity check before extracting?
  7. Thanks. Maybe it would be better to do the save before processing the new mod. My wish list: 1) A way to import manually installed mods and not spank me for manually installing. I see that I can drag/drop zips of manually installed mods to the installer page. Not as handy as automatically detecting installed mods, but ok. Your docs say that I should be able to place installers in the /game/mods directory, but that doesn't seem to work. Not /game/skyrim mods either. When I drag/drop, files don't appear in those directories. So I guess you are storing them somewhere on C:. I put as little personal files there as possible, which reduces the probability that such files will be lost in a computer catastrophe. The good thing is that I can drag/drop zips of mods that I no longer use that have left behind gazillions of scripts, textures, meshes, sound files, etc. I can then uninstall them and WB finds all those left behinds and removes them. Sooooo Good. 2) for fomod zips, I would really like it if WB could notify me when a zip is poorly constructed and refuse to install it. Also, if for some reason, WB is unable to extract and place a file that is in the zip, please tell me that and tell me which file didn't go.
  8. All mod managers can fail like this one way or the other. Loose your entire load order, fail to install part of a mod, etc. That is why I don't use them to install mods. If I can't figure out how to install a fomod mod, I don't use it. Almost always I can. There really is no good reason to use software to install mods. Wrye Bash is good for other things though.
  9. Gives the same error message, back trace as previously reported for Beta 3 when starting Oblivioin.
  10. I seem to have solved my own problem. Delete oblivion.ini.
  11. I suddenly have a perplexing problem with Oblivion. I have removed all mod, enb, and obse influences and the problem persists. It probably has nothing to do with WB, but perhaps you will forgive me and allow me to tap into your collective brains. The game display remains at 1920x1080, but interface menu iteractions, world map, etc are confined to a space 1.5 inch smaller on the top and bottom and 3/4 inch smaller on the sides. My mouse pointer still scales the full game display which means that menu options highlight and trigger at a mouse pointer offset. The game map is unsuable because the links at the bottom don't seem to have a trigger point I can reach. The affect appears with the first game menu where you choose Continue, New, Load, etc and menus are not normal after that.
  12. Only one error report? See my report in this thread posted immediately after release. Also for Oblivion. Issue not the same, I think.
  13. Crash report when starting beta 3. This is for Oblivion. Skyrim SE and Skyrim start ok. File "bash\bash.pyo", line 227, in main File "bash\bash.pyo", line 393, in _main File "bash\basher\__init__.pyo", line 3981, in Init File "bash\basher\__init__.pyo", line 4021, in InitData File "bash\bosh\__init__.pyo", line 2726, in refresh File "bash\bosh\__init__.pyo", line 1382, in refresh File "bash\bosh\__init__.pyo", line 1358, in new_info File "bash\bosh\__init__.pyo", line 1277, in new_info File "bash\bosh\__init__.pyo", line 393, in __init__ File "bash\bosh\__init__.pyo", line 274, in __init__ File "bash\bosh\__init__.pyo", line 405, in _reset_cache File "bash\bosh\__init__.pyo", line 1108, in readHeader File "bash\bosh\save_headers.pyo", line 62, in __init__ File "bash\bosh\save_headers.pyo", line 78, in load_header File "bash\bosh\save_headers.pyo", line 88, in load_image_data OverflowError: Python int too large to convert to C long

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